Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
11–20 of 22 posts
Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#12Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#13Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#14Very cool. This would probably work for any tile-based game by assigning a unique color for each tile. The original NES Zelda comes to mind.
(The game was "REDDER": http://www.auntiepixelante.com/?p=540)
Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#15Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#16Very cool. This would probably work for any tile-based game by assigning a unique color for each tile. The original NES Zelda comes to mind.
I experienced precisely this effect, in a before-and-after style, as a gameplay element yesterday. The game started with lots of visual detail, but began to "degrade" as you advanced through it, and at 100% completion every tile was replaced by a single-colored block. (The game was "REDDER": http://www.auntiepixelante.com/?p=540 )
Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#17Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#18Whoa, that's my girlfriend! So proud. Weird to see this after not being online for a week while traveling with her.
Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)
#19I need to buy some Arduinos, stat!
A regular computer can draw red and orange squares and accept inputs from buttons too. If you really want to do a hardware project, get an Arduino, but you can easily play with ideas like this without any hardware. And you won't have to write your code in C.